# Demon, Wastrilith
>[!rimg]+
> ![[Placeholder2.png]]
<div class="grid-container"><div class="MON">Wastrilith</div>
<div class="CR">CR 17 (102,400 XP)</div>
<div class="SOU">Fiend Folio pg. 54</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CE Huge Outsider (aquatic, chaotic, demon, evil)
**Init** +8
**Senses** darkvision 60 ft.; **Perception** +19
#### defense
**AC** 26, 13 touch, 21 flat-footed (+4 Dex, +1 dodge, +13 natural, -2 size)
**hp** 143 (15d10+60)
**Fort** +13, **Refl** +11, **Will** +12
**Feint** 26, **Demoralize** 26
**Defensive Abilities** break summoning
**DR** 10/cold iron and good; **SR** 28
**Immune** cold, water effects
**Weakness** vulnerable to fire
#### offense
**Speed** 30 ft., swim 80 ft.
**Melee** bite +22 (2d6+9), 2 claws +22 (2d4+9)
**Space** 15 ft., **Reach** 15 ft.
**Special Attacks** breath weapon (60-foot cone, 15d10 fire damage, DC 21), water mastery
**Spell-Like Abilities** (CL15th, Concentration +19)
> At will—_blasphemy_, _control water_, _deeper darkness_, _desecrate_, _detect good_, _detect law_, _fear_, _greater dispel magic_, _greater teleport_ (self plus 50 lbs. only), _read magic_, _suggestion_, _telekinesis_, _tongues_ (self only), _unhallow_, _unholy blight_, _wall of ice_
> 3/day—_symbol_ (any), _summon monster IX_ (aquatic creatures only), _unholy aura_
#### statistics
**Str** 29, **Dex** 18, **Con** 19, **Int** 14, **Wis** 12, **Cha** 19
**BAB** +15, **CMB** +26, **CMD** 41, **TA** +22, **RTA** +17
**Feats** [[Combat Casting]], [[Combat Reflexes]], [[Dodge]], [[Improved Initiative]], [[Iron Will]], [[Lightning Reflexes]], [[Mobility]], [[Power Attack]]
**Skills** Diplomacy +11, Disguise +19, Escape Artist +23, Intimidate +23, Knowledge (arcana) +17, Perception +19, Spellcraft +20, Survival +16, Swim +28
**Languages** Abyssal, Aquan, Common; telepathy 100 ft.
#### special abilities
### Break Summoning (Ex)
If summoned via a _summon monster_ spell, a wastrilith can make an opposed Charisma check as a free action to break free of the summoning. If it succeeds, it then goes on a rampage, attacking the summoner. Only one such attempt can be made per summoning.
### Breath Weapon (Su)
A wastrilith can exhale a cone of boiling water, dealing 15d10 points of fire damage (Reflex DC 21 for half). A wastrilith must wait 1d4 rounds to use this ability again.
### Immunity to Water Effects (Ex)
Wastriliths may choose to ignore the effects of spells with the water descriptor, as well as any spells or effects that manipulate water.
#### ecology
**Terrain** Any aquatic (Abyss)
**Organization** Solitary
**Treasure** Double standard
**Advancement** 16–21 HD (Huge); 22–45 HD (Gargantuan)
Wastriliths are the terrible lords of the watery parts of the Lower Planes. Standoffish and isolated creatures, they rule their domain with an iron fist.
A wastrilith has the appearance of a leering eel with a humanoid torso. Its long, segmented body ends in a powerful tail. Its huge, bulging eyes never blink, and its mouth is full of needle-sharp teeth.
Bullying and arrogant, wastriliths enjoy intimidating other creatures into fealty. On the Material Plane, they build magnificent underwater palaces as bases of operation to terrorize shipping lanes and other aquatic races. They do not need to eat, but nevertheless relish in devouring the flesh of aquatic elves, merfolk, and other intelligent aquatic creatures. In addition to their murderous habits, they encourage evil beings to become pirates and marauders, providing what assistance they can.
### Combat
Wastriliths prefer to send minions to do their fighting for them. They typically summon a host of water-based creatures to attack, and hurl their formidable spell-like abilities into the fray.
Wastriliths can be summoned using a _summon monster IX_ spell.